blender-motion-state-inspection
Allows inspection of details in 3D animations. It's useful for checking poses, movements, and character alignment in animations.
What it does
This tool helps check if 3D characters and animations in Blender are correct. It analyzes details like pose, ground alignment, and character facing direction, going beyond what a simple image can show.
When to use it
- ✓When a 3D character looks twisted or slides on the ground in an animation.
- ✓To confirm if an imported character is in the expected pose.
- ✓When checking if the animation and the 3D model match correctly.
Example of what to ask your AI
“Check if the character 'Alex' has its feet correctly on the ground in the walk animation.”
Want more? Open the sections below.
How to use
The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.
Skill link
Ready-to-paste message
How it works
The tool examines raw Blender data, like bone positions and model shape, instead of just looking at pictures. It compares this data to what's expected to find errors.
Installation
Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.
In the terminal (Claude Code, Codex, Cursor), in your project folder:
npx skills add affaan-m/ECC --skill blender-motion-state-inspectionOr download just the file:
curl -L https://raw.githubusercontent.com/affaan-m/ECC/main/skills/blender-motion-state-inspection/SKILL.md -o SKILL.mdTechnical content (original SKILL.md)
Original text by the author, straight from GitHub.
Blender Motion State Inspection
When to Use
- A Blender character looks twisted, mirrored, flattened, offset, or foot-sliding in an animation.
- A user asks whether an imported avatar, armature, or retargeted motion matches an expected pose.
- You need to compare rendered evidence with structured facts such as bones, bounding boxes, contacts, and facing vectors.
- A workflow depends on deciding whether a model is a character, prop, proxy mesh, control rig, or broken import.
Core Principle
Do not judge animated 3D assets only from screenshots. Screenshots are review evidence, but they hide axis conventions, bone names, object scale, local transforms, parented meshes, material slots, and frame-by-frame contact state.
First extract structured Blender state, then use viewport screenshots or renders to confirm what the facts imply.
How It Works
- Establish the clean scene and asset baseline before judging motion.
- Extract structured facts from Blender using an exporter or Blender Python run inside Blender's own interpreter.
- Sample the frames most likely to expose contact, orientation, scale, and retargeting errors.
- Compare the measured facts against the user's expected pose, direction, ground plane, and render goal.
- Return a concise report that separates confirmed facts, likely causes, and required fixes.
Inspection Workflow
Inventory the scene.
- List meshes, armatures, empties, cameras, lights, modifiers, parent relationships, and hidden objects.
- Separate character meshes from helper/proxy geometry before judging the avatar.
- Record object-space and world-space bounding boxes.
Identify the skeleton.
- Capture armature names, pose bones, bone heads/tails, roll, parent chains, constraints, and rest-pose axes.
- Map semantic bones such as hips, spine, neck, head, shoulders, elbows, hands, thighs, knees, ankles, and feet.
- Flag missing left/right pairs and unusual naming schemes.
Determine forward, up, and side axes.
- Use the pelvis, spine, shoulders, hips, head, and feet together; do not rely on a single mesh normal.
- Compare local armature axes with world axes and imported file conventions such as glTF Y-up vs Blender Z-up.
- Mark likely mirrored or backwards imports when face/head/feet direction conflicts with root motion.
Sample animation frames.
- Inspect first, middle, contact, airborne, and extreme frames.
- Record root location, root heading, pelvis height, torso lean, limb directions, foot clearance, and mesh bounds.
- For long or fast motion, sample more densely around flips, landings, turns, collisions, and floor contacts.
Check model integrity before retargeting blame.
- Confirm the clean baseline shape before applying animation.
- Preserve original mesh, materials, armature, and skinning unless the user explicitly asks for repair.
- Treat unexplained sphere-like blobs, giant proxy meshes, or crushed bodies as import/selection issues until proven otherwise.
Diagnose contact and motion issues.
- Ground penetration: compare lowest foot or shoe vertices with floor height per frame.
- Foot sliding: compare foot world positions across planted frames.
- Leg crossover: compare left/right thigh, knee, ankle, and foot side ordering.
- Twist damage: compare bone swing direction separately from roll/twist around the limb axis.
- Scale drift: compare animated mesh bounds against the clean baseline bounds.
Report facts before opinions.
- Include frame numbers, object names, bone names, world coordinates, and thresholds.
- Separate confirmed failures from visual suspicions.
- Attach screenshots only after the structured state explains what to look for.
Recommended Report Shape
## Blender Motion Inspection
### Scene Inventory
- Character candidates:
- Armatures:
- Helper/proxy objects:
- Cameras/lights:
### Orientation
- World up:
- Character forward:
- Root heading:
- Mirrored/backwards risk:
### Baseline Integrity
- Clean mesh bounds:
- Animated mesh bounds:
- Materials/skin preserved:
- Suspicious non-character meshes:
### Frame Findings
| Frame | Finding | Evidence |
| --- | --- | --- |
| 1 | Clean baseline pose | hips/spine/feet aligned |
| 96 | Foot penetrates floor | left_foot min_z = -0.04 |
### Verdict
- Pass/fail:
- Required fix:
- Render readiness:
Examples
Walk Cycle With Foot Sliding
…
FAQ
Why not just use screenshots?
Screenshots can hide important information like exact bone orientation, model scale, or whether feet are truly touching the ground.
What are 'structured facts'?
These are detailed pieces of information extracted from Blender, such as bone names, exact coordinates, and whether the character is facing left or right.
Does the tool fix problems automatically?
No, it identifies the issues and explains what's wrong, but the fix usually needs to be done manually or with other tools.
Details
Original description by the author
Use this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.
repo: affaan-m/ECC
Popularity
- GitHub stars
- 280k
- Ranking position
- #143
- License
- MIT
- Updated
- 10/15/2026
Comments
- …
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